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One drawback I ran into with wgpu.rs was that targeting WASM builds would result in a much weaker set of GPU features on the browser than a native Rust build. I
by sxp 4y ago
One drawback I ran into with wgpu.rs was that targeting WASM builds would result in a much weaker set of GPU features on the browser than a native Rust build. I don't know if this affect Bevy or your specific use cases, but it annoyed me enough that I decided to only focus on native wgpu development instead of supporting both native & the browser.
- SeanAnderson 4y agoThanks for the feedback. Indeed, I'm not of the impression that I will be able to perfectly compete with native, but hoping WebGPU is still a marked improvement over WebGL2. I am heavily prioritizing accessibility as I'm trying to build a game that users use for only a couple of minutes each day. So, a really really low barrier to entry is important as I do not see my player base being willing to open Steam for a couple of minutes of gameplay, but I do think they'll open a tab. I'm OK losing polish in exchange.